Add end2end test for readonly stencil attachment on D3D12

The new test can pass without further implementation changes on
D3D12 because:
  - stencil aspect shares the same resource state with depth:
    D3D12_RESOURCE_STATE_DEPTH_READ.
  - stencil flag (D3D12_DSV_FLAG_READ_ONLY_STENCIL) for readonly
    DepthStencilView descriptor has already been added into Dawn
    in previous patch.

Bug: dawn:485
Change-Id: I87aaaac0f01744d3533f2d97f987ee23ad0a1f53
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/69300
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
This commit is contained in:
Yunchao He 2021-11-16 00:59:34 +00:00 committed by Dawn LUCI CQ
parent 7065c21fbb
commit de014a8d0a
2 changed files with 119 additions and 42 deletions

View File

@ -28,7 +28,13 @@ namespace {
class ReadOnlyDepthStencilAttachmentTests class ReadOnlyDepthStencilAttachmentTests
: public DawnTestWithParams<ReadOnlyDepthStencilAttachmentTestsParams> { : public DawnTestWithParams<ReadOnlyDepthStencilAttachmentTestsParams> {
protected: protected:
wgpu::RenderPipeline CreateRenderPipeline(wgpu::TextureFormat format) { struct DepthStencilValues {
float depthInitValue;
uint32_t stencilInitValue;
uint32_t stencilRefValue;
};
wgpu::RenderPipeline CreateRenderPipeline(wgpu::TextureAspect aspect,
wgpu::TextureFormat format) {
utils::ComboRenderPipelineDescriptor pipelineDescriptor; utils::ComboRenderPipelineDescriptor pipelineDescriptor;
// Draw a rectangle via two triangles. The depth value of the top of the rectangle is 0.4. // Draw a rectangle via two triangles. The depth value of the top of the rectangle is 0.4.
@ -50,6 +56,7 @@ class ReadOnlyDepthStencilAttachmentTests
return vec4<f32>(pos[VertexIndex], 1.0); return vec4<f32>(pos[VertexIndex], 1.0);
})"); })");
if (aspect == wgpu::TextureAspect::DepthOnly) {
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"( pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var samp : sampler; [[group(0), binding(0)]] var samp : sampler;
[[group(0), binding(1)]] var tex : texture_depth_2d; [[group(0), binding(1)]] var tex : texture_depth_2d;
@ -62,6 +69,21 @@ class ReadOnlyDepthStencilAttachmentTests
// Enable depth test. But depth write is not enabled. // Enable depth test. But depth write is not enabled.
wgpu::DepthStencilState* depthStencil = pipelineDescriptor.EnableDepthStencil(format); wgpu::DepthStencilState* depthStencil = pipelineDescriptor.EnableDepthStencil(format);
depthStencil->depthCompare = wgpu::CompareFunction::LessEqual; depthStencil->depthCompare = wgpu::CompareFunction::LessEqual;
} else {
ASSERT(aspect == wgpu::TextureAspect::StencilOnly);
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var tex : texture_2d<u32>;
[[stage(fragment)]]
fn main([[builtin(position)]] FragCoord : vec4<f32>) -> [[location(0)]] vec4<f32> {
var texel = textureLoad(tex, vec2<i32>(FragCoord.xy), 0);
return vec4<f32>(f32(texel[0]) / 255.0, 0.0, 0.0, 0.0);
})");
// Enable stencil test. But stencil write is not enabled.
wgpu::DepthStencilState* depthStencil = pipelineDescriptor.EnableDepthStencil(format);
depthStencil->stencilFront.compare = wgpu::CompareFunction::LessEqual;
}
return device.CreateRenderPipeline(&pipelineDescriptor); return device.CreateRenderPipeline(&pipelineDescriptor);
} }
@ -74,48 +96,62 @@ class ReadOnlyDepthStencilAttachmentTests
return device.CreateTexture(&descriptor); return device.CreateTexture(&descriptor);
} }
void TestDepth(wgpu::TextureFormat format, wgpu::Texture colorTexture) { void DoTest(wgpu::TextureAspect aspect,
wgpu::TextureFormat format,
wgpu::Texture colorTexture,
DepthStencilValues* values) {
wgpu::Texture depthStencilTexture = CreateTexture( wgpu::Texture depthStencilTexture = CreateTexture(
format, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::TextureBinding); format, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::TextureBinding);
// Note that we can only select one single aspect for texture view used in pipeline.
wgpu::TextureViewDescriptor viewDesc = {};
viewDesc.aspect = wgpu::TextureAspect::DepthOnly;
wgpu::TextureView depthStencilViewInPipeline = depthStencilTexture.CreateView(&viewDesc);
wgpu::Sampler sampler = device.CreateSampler();
wgpu::RenderPipeline pipeline = CreateRenderPipeline(format);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{{0, sampler}, {1, depthStencilViewInPipeline}});
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
// Create a render pass to initialize the depth attachment.
// Note that we must encompass all aspects for texture view used in attachment. // Note that we must encompass all aspects for texture view used in attachment.
wgpu::TextureView depthStencilViewInAttachment = depthStencilTexture.CreateView(); wgpu::TextureView depthStencilViewInAttachment = depthStencilTexture.CreateView();
utils::ComboRenderPassDescriptor passDescriptorInit({}, depthStencilViewInAttachment); utils::ComboRenderPassDescriptor passDescriptorInit({}, depthStencilViewInAttachment);
passDescriptorInit.cDepthStencilAttachmentInfo.clearDepth = 0.2; if (aspect == wgpu::TextureAspect::DepthOnly) {
passDescriptorInit.cDepthStencilAttachmentInfo.clearDepth = values->depthInitValue;
} else {
ASSERT(aspect == wgpu::TextureAspect::StencilOnly);
passDescriptorInit.cDepthStencilAttachmentInfo.clearStencil = values->stencilInitValue;
}
wgpu::RenderPassEncoder passInit = commandEncoder.BeginRenderPass(&passDescriptorInit); wgpu::RenderPassEncoder passInit = commandEncoder.BeginRenderPass(&passDescriptorInit);
passInit.EndPass(); passInit.EndPass();
// Create a render pass with readonly depth attachment. The readonly depth attachment // Note that we can only select one single aspect for texture view used in bind group.
// has already been initialized. The pipeline in this render pass will sample from the wgpu::TextureViewDescriptor viewDesc = {};
// depth attachment. The pipeline will read from the depth attachment to do depth test too. viewDesc.aspect = aspect;
wgpu::TextureView depthStencilViewInBindGroup = depthStencilTexture.CreateView(&viewDesc);
// Create a render pass to initialize the depth/stencil attachment.
utils::ComboRenderPassDescriptor passDescriptor({colorTexture.CreateView()}, utils::ComboRenderPassDescriptor passDescriptor({colorTexture.CreateView()},
depthStencilViewInAttachment); depthStencilViewInAttachment);
// Set both aspects to readonly. We have to do this if the format has both aspects, or
// it doesn't impact anything if the format has only one aspect.
passDescriptor.cDepthStencilAttachmentInfo.depthReadOnly = true; passDescriptor.cDepthStencilAttachmentInfo.depthReadOnly = true;
passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load; passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
passDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store; passDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
// Set stencilReadOnly if the format has both depth and stencil aspects.
if (format == wgpu::TextureFormat::Depth24PlusStencil8) {
passDescriptor.cDepthStencilAttachmentInfo.stencilReadOnly = true; passDescriptor.cDepthStencilAttachmentInfo.stencilReadOnly = true;
passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load; passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load;
passDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store; passDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
}
// Create a render pass with readonly depth/stencil attachment. The attachment has already
// been initialized. The pipeline in this render pass will sample from the attachment.
// The pipeline will read from the attachment to do depth/stencil test too.
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
wgpu::RenderPipeline pipeline = CreateRenderPipeline(aspect, format);
pass.SetPipeline(pipeline); pass.SetPipeline(pipeline);
if (aspect == wgpu::TextureAspect::DepthOnly) {
wgpu::BindGroup bindGroup = utils::MakeBindGroup(
device, pipeline.GetBindGroupLayout(0),
{{0, device.CreateSampler()}, {1, depthStencilViewInBindGroup}});
pass.SetBindGroup(0, bindGroup); pass.SetBindGroup(0, bindGroup);
} else {
ASSERT(aspect == wgpu::TextureAspect::StencilOnly);
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{{0, depthStencilViewInBindGroup}});
pass.SetBindGroup(0, bindGroup);
pass.SetStencilReference(values->stencilRefValue);
}
pass.Draw(6); pass.Draw(6);
pass.EndPass(); pass.EndPass();
@ -124,13 +160,18 @@ class ReadOnlyDepthStencilAttachmentTests
} }
}; };
TEST_P(ReadOnlyDepthStencilAttachmentTests, Depth) { class ReadOnlyDepthAttachmentTests : public ReadOnlyDepthStencilAttachmentTests {};
TEST_P(ReadOnlyDepthAttachmentTests, Test) {
wgpu::Texture colorTexture = wgpu::Texture colorTexture =
CreateTexture(wgpu::TextureFormat::RGBA8Unorm, CreateTexture(wgpu::TextureFormat::RGBA8Unorm,
wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc); wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc);
wgpu::TextureFormat depthStencilFormat = GetParam().mTextureFormat; wgpu::TextureFormat depthFormat = GetParam().mTextureFormat;
TestDepth(depthStencilFormat, colorTexture);
DepthStencilValues values;
values.depthInitValue = 0.2;
DoTest(wgpu::TextureAspect::DepthOnly, depthFormat, colorTexture, &values);
// The top part is not rendered by the pipeline. Its color is the default clear color for // The top part is not rendered by the pipeline. Its color is the default clear color for
// color attachment. // color attachment.
@ -144,7 +185,37 @@ TEST_P(ReadOnlyDepthStencilAttachmentTests, Depth) {
{kSize, kSize / 2}); {kSize, kSize / 2});
} }
DAWN_INSTANTIATE_TEST_P(ReadOnlyDepthStencilAttachmentTests, class ReadOnlyStencilAttachmentTests : public ReadOnlyDepthStencilAttachmentTests {};
TEST_P(ReadOnlyStencilAttachmentTests, Test) {
wgpu::Texture colorTexture =
CreateTexture(wgpu::TextureFormat::RGBA8Unorm,
wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc);
wgpu::TextureFormat stencilFormat = GetParam().mTextureFormat;
DepthStencilValues values;
values.stencilInitValue = 3;
values.stencilRefValue = 2;
// stencilRefValue < stencilValue (stencilInitValue), so stencil test passes. The pipeline
// samples from stencil buffer and writes into color buffer.
DoTest(wgpu::TextureAspect::StencilOnly, stencilFormat, colorTexture, &values);
const std::vector<RGBA8> kSampledColors(kSize * kSize, {3, 0, 0, 0});
EXPECT_TEXTURE_EQ(kSampledColors.data(), colorTexture, {0, 0}, {kSize, kSize});
values.stencilInitValue = 1;
// stencilRefValue > stencilValue (stencilInitValue), so stencil test fails. The pipeline
// doesn't change color buffer. Sampled data from stencil buffer is discarded.
DoTest(wgpu::TextureAspect::StencilOnly, stencilFormat, colorTexture, &values);
const std::vector<RGBA8> kInitColors(kSize * kSize, {0, 0, 0, 0});
EXPECT_TEXTURE_EQ(kInitColors.data(), colorTexture, {0, 0}, {kSize, kSize});
}
DAWN_INSTANTIATE_TEST_P(ReadOnlyDepthAttachmentTests,
{D3D12Backend()}, {D3D12Backend()},
std::vector<wgpu::TextureFormat>(utils::kDepthStencilFormats.begin(), std::vector<wgpu::TextureFormat>(utils::kDepthFormats.begin(),
utils::kDepthStencilFormats.end())); utils::kDepthFormats.end()));
DAWN_INSTANTIATE_TEST_P(ReadOnlyStencilAttachmentTests,
{D3D12Backend()},
std::vector<wgpu::TextureFormat>(utils::kStencilFormats.begin(),
utils::kStencilFormats.end()));

View File

@ -181,11 +181,17 @@ namespace utils {
// TODO(dawn:666, 570, 690): Add more depth/stencil formats if Stencil8, Depth16Unorm, // TODO(dawn:666, 570, 690): Add more depth/stencil formats if Stencil8, Depth16Unorm,
// Depth24UnormStencil8, Depth32FloatStencil8 are implemented. // Depth24UnormStencil8, Depth32FloatStencil8 are implemented.
static constexpr std::array<wgpu::TextureFormat, 3> kDepthStencilFormats = { static constexpr std::array<wgpu::TextureFormat, 3> kDepthFormats = {
wgpu::TextureFormat::Depth32Float, wgpu::TextureFormat::Depth32Float,
wgpu::TextureFormat::Depth24Plus, wgpu::TextureFormat::Depth24Plus,
wgpu::TextureFormat::Depth24PlusStencil8, wgpu::TextureFormat::Depth24PlusStencil8,
}; };
static constexpr std::array<wgpu::TextureFormat, 1> kStencilFormats = {
wgpu::TextureFormat::Depth24PlusStencil8,
};
static constexpr std::array<wgpu::TextureFormat, 1> kDepthAndStencilFormats = {
wgpu::TextureFormat::Depth24PlusStencil8,
};
bool TextureFormatSupportsStorageTexture(wgpu::TextureFormat format); bool TextureFormatSupportsStorageTexture(wgpu::TextureFormat format);